/* stylelint-disable */
.bezierEasingMixin() {
    @functions: ~`(function() {
      var NEWTON_ITERATIONS = 4;
      var NEWTON_MIN_SLOPE = 0.001;
      var SUBDIVISION_PRECISION = 0.0000001;
      var SUBDIVISION_MAX_ITERATIONS = 10;
    
      var kSplineTableSize = 11;
      var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);
    
      var float32ArraySupported = typeof Float32Array === 'function';
    
      function A (aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
      function B (aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1; }
      function C (aA1)      { return 3.0 * aA1; }
    
      // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
      function calcBezier (aT, aA1, aA2) { return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT; }
    
      // Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
      function getSlope (aT, aA1, aA2) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1); }
    
      function binarySubdivide (aX, aA, aB, mX1, mX2) {
        var currentX, currentT, i = 0;
        do {
          currentT = aA + (aB - aA) / 2.0;
          currentX = calcBezier(currentT, mX1, mX2) - aX;
          if (currentX > 0.0) {
            aB = currentT;
          } else {
            aA = currentT;
          }
        } while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS);
        return currentT;
      }
    
      function newtonRaphsonIterate (aX, aGuessT, mX1, mX2) {
       for (var i = 0; i < NEWTON_ITERATIONS; ++i) {
         var currentSlope = getSlope(aGuessT, mX1, mX2);
         if (currentSlope === 0.0) {
           return aGuessT;
         }
         var currentX = calcBezier(aGuessT, mX1, mX2) - aX;
         aGuessT -= currentX / currentSlope;
       }
       return aGuessT;
      }
    
      var BezierEasing = function (mX1, mY1, mX2, mY2) {
        if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) {
          throw new Error('bezier x values must be in [0, 1] range');
        }
    
        // Precompute samples table
        var sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize);
        if (mX1 !== mY1 || mX2 !== mY2) {
          for (var i = 0; i < kSplineTableSize; ++i) {
            sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
          }
        }
    
        function getTForX (aX) {
          var intervalStart = 0.0;
          var currentSample = 1;
          var lastSample = kSplineTableSize - 1;
    
          for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) {
            intervalStart += kSampleStepSize;
          }
          --currentSample;
    
          // Interpolate to provide an initial guess for t
          var dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]);
          var guessForT = intervalStart + dist * kSampleStepSize;
    
          var initialSlope = getSlope(guessForT, mX1, mX2);
          if (initialSlope >= NEWTON_MIN_SLOPE) {
            return newtonRaphsonIterate(aX, guessForT, mX1, mX2);
          } else if (initialSlope === 0.0) {
            return guessForT;
          } else {
            return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2);
          }
        }
    
        return function BezierEasing (x) {
          if (mX1 === mY1 && mX2 === mY2) {
            return x; // linear
          }
          // Because JavaScript number are imprecise, we should guarantee the extremes are right.
          if (x === 0) {
            return 0;
          }
          if (x === 1) {
            return 1;
          }
          return calcBezier(getTForX(x), mY1, mY2);
        };
      };
    
      this.colorEasing = BezierEasing(0.26, 0.09, 0.37, 0.18);
      // less 3 requires a return
      return '';
    })()`;
    }
    // It is hacky way to make this function will be compiled preferentially by less
    // resolve error: `ReferenceError: colorPalette is not defined`
    // https://github.com/ant-design/ant-motion/issues/44
    .bezierEasingMixin();